[QUOTE="Antisocial, post: 1629072, member: 23923"]In Super Mario World, you can control the power of your strokes by holding up or down while swimming. It's pretty much the only Mario game that has this feature.

I'm mentioning it because while I've known this since I've had the game, I've always had a feeling not a lot of others who've played it did.[/QUOTE]
This technique is actually pivotal to SMW speedrunning!

The Ganondorf Battle theme from Ocarina of Time is written in 23/16 time.

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It's a crazy time signature, but maybe not quite as crazy as you'd think. Basically it's 12/8 minus a half beat--but you can't have 11.5/8 time, so it becomes 23/16. Regular 12/8 would be counted in 4, counting 3 + 3 + 3 + 3; but instead Koji Kondo wanted the song to be more uneven, so it has dropped beats alternating every 5th and 4th measures. You can hear the pattern if you listen to the timpani part: 3 + 3 + 3 + 3 + 1 + 3 + 3 + 3 + 1

Nobuo Uematsu, composer for most of the Final Fantasy series, claims to have had supernatural experiences as a child. In one such experience, he slept in bed until something grabbed him by the legs and dragged him around the room.

In Fire Emblem Gaiden and its remake Echoes, the final boss, Duma, is required to be defeated with Falchion. To encourage this, Duma becomes immune to all weapons aside from the Falchion when his health is below a certain level.

...with one exception.

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Nosferatu can, due to a programming oversight, still hit Duma. What happens is a programming oversight - Nosferatu is hard-coded to have a 50% (60% in the remake) hit rate. The game reduces the accuracy of all non-falchion attacks to zero, but Nosferatu bypasses this likely due to an oversight. As you can see, the game expects Alm to be the one to finish off Duma, since it glitches Slique out.

Intelligent Systems actually is aware of this... and they left it in the remake. Instead, Duma seals off all attacks unless it is made with the Falchion... but Nosferatu can bypass this.

You can also kill Duma with an Alm Amiibo, if it has the Falchion equipped. You can also do this with Marth, who uses the Falchion, and Roy, who will use the Binding blade - which was made to fight dragons. Robin and Corrin cannot kill Duma, as they do not wield a dragon-slaying weapon, and neither does Ike. Lucina is the odd one out - as she still wields Falchion.

This actually is not the first time a glitch has been kept into a remake, or even acknowledged in other games. When creating the remake of Ocarina of Time for the 3DS, for example, Nintendo intentionally kept in all the glitches from the N64 version.

In fact... Square-Enix does this as well.

This is The Creator, arguably the first time in video game history wherein God was the final boss. In 1989, this game got a surprising amount of crap past the radar - this is one of them. Depending on how you interpret the Japanese Script... this actually predated NieR and its optional fight where you literally beat up the CEO of Square-Enix. (Hell, apparently the Ivalice Alliance did this too.)

But if you know this game... you know what a lot of people did.

...cut him in half with a chainsaw.

The Chainsaw weapon was glitched, so instead of working on enemies significantly weaker than you, it worked on enemies STRONGER than you. This is why you could cut God in half with a chainsaw.

Why is this important?

This is Orphan. The final boss of Final Fantasy XIII. You cannot even HURT him unless you stagger him. But if you stagger him... you can do one thing. You know Vanille's ability, "Death"? If you place Vanille into the lead, stagger Orphan, and cast "Death", it will work on Orphan. Seems weird... but SaGa and final Fantasy, especially the mess that was the XIII saga, were by different people. Well, guess what! As an homage to the famous glitch with The Creator, Death was programmed to work on Orphan. This has been confirmed by the developer.

In the NES version of The Adventure of Link, enemies that purport to give you 300 experience points actually give you 301. This is because the point values for various enemies were altered between the NES and FDS versions of the game, and a developer apparently made a typo when putting in the 300 value.